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Thread: Boost Earthquake Spell!

  1. #1
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    Exclamation Boost Earthquake Spell!

    What use is a spell that can damage buildings but cannot destroy anything?????? and that tiny tiny spell area??? Worst spell idea ever! There is no reason to use this on walls btw, 2 earthquake spell cuts the health to little over 25%, while 1 jump spell "destroys" the wall!


    So, why not boost it, so its AoE covers the entire base? Sure it does 12% damage to the entire base, but it doesn't destroy anything at all, so it can soften up the base and be a little more useful.


    PS: Wall damage nerfed to normal.

    PPS: Those against this boost give me one place where this spell is useful.
    Last edited by Galath; July 1st, 2015 at 09:57 PM.
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  2. #2
    Millennial Club sr55651's Avatar
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    that's incredibly OP

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    Forum Elder Yoyobuae's Avatar
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    A single spell leaves walls (any level) at 50% HP (level 4 EQ spell). And can destroy walls of any level with three level 4 spells.
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    Senior Member JJBuko2's Avatar
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    I'd be more welcome to your idea than SC's, but don't u think having a couple of those would make it overpowered like by a lot?
    Well I don't need a signature, but I guess this will do.

  5. #5
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    lol thats way too overpowered, you can destroy all the walls with just 3-4 earthquakes! I think it would be better to slightly increase the radius, increase the damage % and change extra damage to walls from x4 to x3
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    Quote Originally Posted by Pranav View Post
    lol thats way too overpowered, you can destroy all the walls with just 3-4 earthquakes! I think it would be better to slightly increase the radius, increase the damage % and change extra damage to walls from x4 to x3
    Quote Originally Posted by Yoyobuae View Post
    A single spell leaves walls (any level) at 50% HP (level 4 EQ spell). And can destroy walls of any level with three level 4 spells.
    Normal damage to walls, infinite aoe.
    Last edited by Galath; July 1st, 2015 at 09:41 PM.
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    Forum Elder Yoyobuae's Avatar
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    Quote Originally Posted by Pranav View Post
    lol thats way too overpowered, you can destroy all the walls with just 3-4 earthquakes! I think it would be better to slightly increase the radius, increase the damage % and change extra damage to walls from x4 to x3
    It would be a problem if there's some combination of earthquakes and lightning spells which could kill a TH.

    Quote Originally Posted by Galath View Post
    Normal damage to walls, infinite aoe.
    I personally would not like it like that. Having limited AoE allows to direct ground troops to target specific walls by damaging them. With infinite AoE that goes out of the window. Also doing 30%~50% damage to a wall can actually be useful.

    I think SC didn't mean any of the dark spells to be any stronger than any of the elixir spells, which makes sense since dark spells occupy half the space.

    With your suggestion 11 earthquake spells could reduce the HP of every building down to 30%~50%, which is just insane. Unless you also mean each earthquake would occupy 2 spell capacity.
    Last edited by Yoyobuae; July 1st, 2015 at 09:53 PM.
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  8. #8
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    Quote Originally Posted by Yoyobuae View Post
    It would be a problem if there's some combination of earthquakes and lightning spells which could kill a TH.

    I personally would not like it like that. Having limited AoE allows to direct ground troops to target specific walls by damaging them. With infinite AoE that goes out of the window. Also doing 30%~50% damage to a wall can actually be useful.

    I think SC didn't mean any of the dark spells to be any stronger than any of the elixir spells, which makes sense since dark spells occupy half the space.
    It's not about being stronger, it is completely useless right now! Give me 1 reason why use EQ instead of jump? 2 EQ spell damages the wall, 1 jump spell ignores the wall, and they use the same troop space...
    Last edited by Galath; July 1st, 2015 at 09:52 PM.
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    Quote Originally Posted by Galath View Post
    What use is a spell that can damage buildings but cannot destroy anything?????? and that tiny tiny spell area??? Worst spell idea ever!


    So, why not boost it, so its AoE covers the entire base? Sure it does 15% damage to the entire base, but it doesn't destroy anything at all, so it can soften up the base and be a little more useful.


    PS: Wall damage nerfed to normal.

    PPS: Those against this boost give me one place where this spell is useful.
    According to your assessment of the spell doing 15% damage and the fact we can use 11 of them I have concluded you're a "special" person. Math people, please for the love of god learn math smh.

  10. #10
    Forum Elder Yoyobuae's Avatar
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    Quote Originally Posted by Galath View Post
    It's not about being stronger, it is completely useless right now! Give me 1 reason why use EQ instead of jump? 2 EQ spell damages the wall, 1 jump spell ignores the wall, and they use the same troop space...
    Because EQ uses a single spell slot, and if using elixir spells only there's always a free spell slot that could be used. Assuming poison nor haste is useful (ie. ground attack against CC with drag or other high HP troop) then EQ would be an option.

    Two EQ spells can be dropped at different locations, while a jump can only be used at one spot.

    And finally, TH8s get EQ spell, but not jump.

    I do agree that lower level EQ spells are a bit too weak. Even against walls a single level 2 EQ spell does around 30% damage to walls, which is not that much considering it would probably be used on a TH8 with at most 3000 HP walls.
    Last edited by Yoyobuae; July 1st, 2015 at 10:01 PM.
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    Quote Originally Posted by TooBizar4u View Post
    Only troop you need is the goblin. The rest are just luxury troops.

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